CourierCrisisRecomp

Courier Crisis Recomp is a native PC recompilation of Courier Crisis for PlayStation with a launcher for disc images and settings for resolution, aspect ratio, and frame rate.

README

Courier Crisis Recompiled

A native PC recompilation of Courier Crisis - The Saga of the Modern Fatalist (PlayStation, 1997)

Status: alpha Campaign: not fully tested yet

Build Release Downloads Windows x64 OpenSSF Scorecard

Quick start

  1. Download from Releases:
  2. Pick your Courier Crisis (USA, SLUS-00442) disc image in the launcher it opens
  3. Press Play

No game data is included. Supply your own disc image, see docs/DISC.md. No retail BIOS is needed: the game runs on the bundled MIT-licensed OpenBIOS.

Launcher

  • Pick your disc image and press Play; the launcher also sets the video, audio and controls
  • A game-specific theme with the cover and logo
  • Keyboard, XInput and SDL gamepads, with remapping in the launcher
  • Updates keep your saves and settings: extract the new zip over the old folder

Inside the game, F10 opens the options menu: display, audio, system, frame rate and quality of life.

Settings

SettingDefaultWhat it changes
PictureInternal resolution4xUp to 32x the original resolution, limited by your graphics card
Aspect ratio16:9The picture fills a wide screen, with the HUD and menus kept in place
Anti-aliasingFXAASmoother edges
Image filteringConfigurableTexture filtering and dithering, under Mods
High-detail texturesOnBuildings keep their sharp close-up textures at any distance, instead of swapping when you get near
Draw distanceOriginalDraws the world farther, from 1.25x to 3.0x. Needs a restart
Motion60 FPS gameplayOnLevels run at up to 60 FPS instead of 30. Game speed does not change
Smooth motionOffAdds in-between frames, experimental
WorldSub-pixel geometry (PGXP)OnSteadies the polygon edges that wobble on the PlayStation
Perspective-correct texturesOnTextures keep their shape near the viewer
And moreCRT filter, post-processing, enhanced audio, faster loading and others, all in the player's guide

The game's code is compiled to native code ahead of time, so it runs native from the first frame: there is no warm-up and no slowdown the first time you enter a level.


Player's guide · Supported disc · Changelog · Status · Build from source